Apologies if this has been done before, I've never really been a part of any KOTOR-related community before. Anyway, I'm playing K2 again and I'm just musing over the build I've gone with. It's a pretty obvious build anyway, but bear with me. I'll only leave the important bits in.
Important Starting Attributes:
Class Skill: Repair
Master Two Weapon Fighting
Okay. Firstly this allows keeping all skills (with the exclusion of stealth and demolitions, which are hardly necessary) at their maximums, except for two, which will be one point below maximum. So with regards to anything non-combat, this character pretty much masters it.
Then, there's the combat. This is where the interesting thing lies: I'm struggling, here, to see how being a Guardian (and thus losing out on a lot of the skills) would really give you much of an advantage in combat over this build. With a short saber in the offhand (or a zabrak vibroblade before sabers are available - for melee finesse), keeping Speed active and using Flurry on pretty much every attack gives you 5 attacks per round with no penalties and, with plenty of dex gear, sees you landing every strike and dodging most of the enemy's. Very few enemies are lasting a round, so where exactly does the Guardian's combat advantage come into play?
Furthermore, Master Heal allows returning the party to full health with a barely noticeable dent in FP (not that, with the addition of toughness and conditioning, it's ever needed). With Visas and a Jedi Handmaiden manually levelled to a similar build, minus the dex focus on handmaiden's part, this basically gives you an unstoppable fighting force with a built-in Swiss-Army knife of skills.
It seems to be ridiculously overpowered. I'm wondering if there are Consular/Guardian builds that are anything like as powerful?